//public static void BuildIOS() //{ // PlayerSettings.SetApplicationIdentifier(BuildTargetGroup.iOS, bundleID);//测试用 // Debug.Log("CURRENT BUNDLE " + PlayerSettings.applicationIdentifier); // BuildPlayer(); //} static void BuildPlayer() { Debug.Log("Build is start" + System.DateTime.Now); string[] scenes = new string[] { scene }; #if !RELEASE EditorSceneManager.OpenScene(scene, OpenSceneMode.Single); GameObject.Instantiate(AssetDatabase.LoadAssetAtPath <GameObject>("Assets/TapEnjoy/ZPlugins/GMPlugin/GMPlugin.prefab")).SetActive(true); EditorSceneManager.SaveOpenScenes(); AssetDatabase.SaveAssets(); #endif #if UNITY_ANDROID AndroidSettings(); string to = "../android/game.apk"; QuickAcessUtils.CheckDirectory(Path.GetDirectoryName(to)); BuildPipeline.BuildPlayer(scenes, to, BuildTarget.Android, BuildOptions.None); #elif UNITY_IOS string to = "../ios"; to = Path.GetFullPath(to); QuickAcessUtils.CheckDirectory(to); BuildPipeline.BuildPlayer(scenes, to, BuildTarget.iOS, BuildOptions.None); #else string to = "../win/game.exe"; QuickAcessUtils.CheckDirectory(Path.GetDirectoryName(to)); BuildPipeline.BuildPlayer(scenes, to, BuildTarget.StandaloneWindows, BuildOptions.None); #endif }
public static void BuildAssetBundle() { QuickAcessUtils.CheckDirectory(FilePathDefine.projectExportPath, false); string p = FilePathDefine.projectExportPath; BuildTarget bt = EditorUserBuildSettings.activeBuildTarget; Debug.Log(p); BuildPipeline.BuildAssetBundles(p, babo, bt); }
static void BuildSignleAB() { UnityEngine.Object[] objects = Selection.objects; List <AssetBundleBuild> all = new List <AssetBundleBuild>(); for (int i = 0; i < objects.Length; i++) { AssetBundleBuild build = new AssetBundleBuild(); string p = AssetDatabase.GetAssetPath(objects[i]); build.assetBundleName = p.Replace("/", "."); build.assetNames = new string[] { p }; all.Add(build); } QuickAcessUtils.CheckDirectory("单AB测试", false); BuildPipeline.BuildAssetBundles("单AB测试", all.ToArray(), BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget); }